GAME & WATCH
STRONG TIER
Game & Watch has a lot of strong points that make him a worthy contender. Looking at his skill set, he has great options for an amiibo and can really hang with the best of them. The only real problem with Game & Watch is his moves are slightly laggier than a lot of the more "Overpowered" amiibos and that can lose some trades for him against amiibos with similar playstyles. TBH though, this isn't a major downside to him, it just puts him at a slight disadvantage in some match ups. Game & Watch has a lot of lingering hit boxes, great smash attacks and great aerials. I love his down smash, it comes out quick and covers a lot of ground, doing a lot of damage. I like that his up smash has super armor on it, it's perfect for catching aerial based amiibos and punishing them. His b moves are useful and he will use all of them effectively. I think his overall skill set is great, he uses all of his moves and he can handily beat most of the strong tiers. His weaknesses definitely show against "Overpowered" amiibos though. In my opinion he is a slightly less effective/more laggy Mario and I don't know if he will ever get to that level, he may just need more time. But currently, I think he fits well in strong tier and is a great addition to your collection.
PROS:
- Great Recovery
- True Combo
- Great Smash Attacks
- Great Aerials
- Lingering Hit Boxes
- Side B Can Kill Early (If he gets lucky)
CONS:
- No Kill Throw
- Slight lag on most moves
- Can become spammy with aerials
- Struggles in trades with lagless amiibos
- Side B is hard to land vs amiibos
TRAINING MUSTS:
- Utilize his Smash Attacks, they are great, hit hard and kill hard. Down Smash has great range, Up Smash has super armor. Both of these are important for him to use effectively.
- Utilize aerials sparingly, his aerials are good but you don't want to have him spamming aerials constantly. Show him he can kill with b air/u air/f air
- Utilize all tilts, his tilts are pretty good
- Utilize his neutral b for a ranged option and ledge guarding. Also be sure to show him he can hit them with the pan as well for more damage. This move is good for spacing and forcing them to approach
- Utilize side b is hard to land but he can land it on occasion, useful to teach. Use down b to block projectiles. I wouldn't advise using up b for damage, I don't think he knows to combo out of the parachute
- Grab option is laggy, not as important as others, but I advise teaching him to down throw into up air/down throw into n air for true combos at early/mid percents.
- Also, I've heard people having issues with his laggy pummel not allowing him to fully take advantage of his grab before they break it, so I suggest not pummeling as much on this one